67,034 research outputs found

    Komparasi metode eye tracking dan kuisioner untuk usability testing website Jurusan Sistem Informasi ITS

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    Seiring berjalannya waktu dan perkembangan Teknologi Informasi (TI) yang semakin cepat, TI dianggap sebuah kebutuhan bagi organisasi karena dapat memberikan nilai kepada organisasi. Investasi TI pun menjadi sebuah hal yang tidak asing bagi organisasi. Salah satu investasi TI yang dilakukan adalah pembuatan website sebagai bentuk kemudahan pemberian informasi kepada publik. Tak heran apabila sebuah organisasi membuat dan mendesain website dengan sebaik-baiknya. Suatu website disebut berguna jika fungsi-fungsinya dapat dijalankan secara efektif, efisien, dan memuaskan. Untuk mengetahui apakah sebuah website dapat digunakan dengan mudah, maka perlu dilakukan usability testing. Namun kenyataannya, masih banyak website yang belum memenuhi aspek usability yang baik karena pembuat website dibuat berdasarkan keinginan organisasi atau pengembang website. Jurusan Sistem Infomasi di Insitut Teknologi Sepuluh Nopember (ITS) memiliki sebuah website yang beralamat di is.its.ac.id. Website tersebut telah mengalami perubahan beberapa kali dan terakhir kali mengalami perubahan desain pada tahun 2013 dengan alasan untuk memperbaiki kualitas website. Untuk mengetahui kualitas website tersebut, maka perlu dilakukan evaluasi website menggunakan usability testing. Terdapat beberapa standar atau model yang membahas tentang usability, salah satunya adalah ISO 9241- 11, yaitu sebuah standar Internasional yang digunakan untuk acuan tentang usability dengan mengukur efektifitas, efisiensi dan kepuasan. Seiring perkembangan teknologi, terdapat metode yang dapat mendukung pelaksanaan usability testing pada suatu website, yaitu eye tracking. Eye tracking adalah metodologi yang membantu peneliti memahami penglihatan dari pengguna, dengan eye tracking kita dapat mendeteksi dimana pengguna melihat, seberapa lama mereka melihat, dan urutan mereka melihat. Usability testing menggunakan eye tracking diuji melalui beberapa skenario pengujian yang ditunjukan kepada sampel pengguna, kemudian hasil pengujian tersebut akan dicatat. Dari pengujian tersebut diperoleh data yang akan dimasukan kedalam beberapa faktor usability yang mengadopsi ISO 9241-11, yaitu efektifitas dan efisiensi. Namun untuk saat ini, penggunaan eye tracking belum diketahui keakuratannya untuk mengukur faktor efektifitas dan efisiensi dalam usability testing menurut ISO 9241-11, oleh karena itu perlu adanya metode lain untuk membandingkan hasil yang diperoleh dari eye tracking, yaitu dengan menggunakan kuesioner. Hasil dari usability testing website Jurusan Sistem Informasi menggunakan eye tracking adalah efektif dan efisien. Sementara hasil dari usability testing menggunakan kuesioner juga menunjukkan bahwa website Jurusan Sistem Informasi masuk kategori sebagai efektif dan efisien. Sehingga dapat disimpulkan bahwa kedua metode tersebut menunjukkan hasil yang sama. ======================================================================================== The rapid growth of IT, IT is considered as a need for organizations because it can provide value to the organization. IT investment became a familiar thing for organization. One of the IT investment is making the website for providing information to the public convenience. And now, organization create and design websites as well as possible. A website called useful when its functions can be implemented effectively, efficiently, and satisfactorily. To find out whether a website can be used easily or not, it is necessary to test its usability. But in reality, there are many websites do not fulfil the good usability aspects because the manufacturer of the website created according to the desire of the organization or the website developer. Department of Information Systems at the Sepuluh Nopember Institute of Technology (ITS) has a website that is located at is.its.ac.id. The website has been updated several times and the last update was in 2013 due to improve the quality of the website. To determine the quality of the website, it is necessary to evaluate a website using usability testing. There are some standards or model that discuss about usability, one of the model is ISO 9241-11, which is an international standard used for references on usability by measuring the effectiveness, efficiency and satisfaction. Along of the development of technology, there are methods that can support the implementation of usability testing on a website, it is known as eye tracking. Eye tracking is a methodology that can help researchers understand the view of the user, with eye tracking we can detect where the users look at, how long they look, and the sequence of they look at the website. Usability testing using eye tracking is tested through several test scenarios that shown to the user sample, then the test results will be recorded. Test results will be incorporated into some usability factors that adopted the ISO 9241-11, the effectiveness and efficiency. But for now, accuracy of eye tracking is not known for measure the effectiveness and efficiency factor in usability testing according to ISO 9241-11, therefore other methods are needed to compare the results obtained from an eye tracking results, it is by using a questionnaire. The results of usability testing website Department of Information Systems using eye tracking is effective and efficient. Meanwhile the results of usability testing using the questionnaire also showed that Department of Information Systems website categorized is effective and efficient. So it can be concluded that the two method have the same result

    Current Practices for Product Usability Testing in Web and Mobile Applications

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    Software usability testing is a key methodology that ensures applications are intuitive and easy to use for the target audience. Usability testing has direct benefits for companies as usability improvements often are fundamental to the success of a product. A standard usability test study includes the following five steps: obtain suitable participants, design test scripts, conduct usability sessions, interpret test outcomes, and produce recommendations. Due to the increasing importance for more usable applications, effective techniques to develop usable products, as well as technologies to improve usability testing, have been widely utilized. However, as companies are developing more cross-platform web and mobile apps, traditional single-platform usability testing has shortcomings with respect to ensuring a uniform user experience. In this report, a new strategy is proposed to promote a consistent user experience across all application versions and platforms. This method integrates the testing of different application versions, e.g., the website, mobile app, mobile website. Participants are recruited with a better-defined criterion according to their preferred devices. The usability session is conducted iteratively on several different devices, and the test results of individual application versions are compared on a per-device basis to improve the test outcomes. This strategy is expected to extend on current practices for usability testing by incorporating cross-platform consistency of software versions on most devices

    The development and testing of a child-inspired advertising disclosure to alert children to digital and embedded advertising

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    Via three studies, this article aims to develop and test an advertising disclosure which is understandable for children (ages six to 12 years old) and which can alert them to different types of advertising in multiple media formats. First, cocreation workshops with 24 children (ages eight to 11 years old) were held to determine a selection of disclosure designs based on insights from the target group. Second, two eye-tracking studies among 32 children (ages six to 12 years old) were conducted to test which of these disclosure designs attracted the most attention when the disclosures were integrated into a media context. These studies led to the selection of the final advertising disclosure: a black rectangular graphic with the word Reclame! (i.e., Dutch for "Advertising!") in yellow letters. Finally, a two-by-two, between-subjects experimental study (disclosure design: existing versus child-inspired advertising disclosure; advertising format: brand placement versus online banner advertising) with 157 children (ages 10 and 11 years old) was performed to test the effectiveness of the child-inspired disclosure by comparing it with existing ones. This study not only showed that children recognized, understood, and liked the child-inspired disclosure better than the existing ones, but they were also better able to recognize advertising after exposure to this child-inspired advertising disclosure

    The feasibility of capturing learner interactions based on logs informed by eye-tracking and remote observation studies

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    Two small studies, one an eye-tracking study and the other a remote observation study, have been conducted to investigate ways to identify two kinds of online learner interactions: users flicking through the web pages in "browsing" action, and users engaging with the content of a page in "learning" action. The video data from four participants of the two small studies using the OpenLearn open educational resource materials offers some evidence for differentiating between 'browsing' and 'learning'. Further analysis of the data has considered possible ways of identifying similar browsing and learning actions based on automatic user logs. This research provides a specification for researching the pedagogical value of capturing and transforming logs of user interactions into external forms of representations. The paper examines the feasibility and challenge of capturing learner interactions giving examples of external representations such as sequence flow charts, timelines, and table of logs. The objective users information these represent offer potential for understanding user interactions both to aid design and improve feedback means that they should be given greater consideration alongside other more subjective ways to research user experience
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